[Flightgear-devel] Spamcop

2006-01-08 Thread Georg Vollnhals

Hi,
this is a test as my mails are rejected from sourceforge

flightgear-devel@lists.sourceforge.net: host
   mail.sourceforge.net[66.35.250.206] said: 550-rejected because your SMTP
   server, 151.189.21.48, is in the Spamcop RBL. 550 See
   http://www.spamcop.net/bl.shtml for more information. (in reply to MAIL
   FROM command)

I just want to know whether the problem is still there.
Georg EDDW


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Re: [Flightgear-devel] [Flightgear-devel]I give up!!!

2006-01-08 Thread Erik Hofman

dene maxwell wrote:
I've been searching all weekend for a simple site I can upload; 1x ZIP 
or EXE+LST+CAB files to for distribution.


Not a chance...they either want money, limit the file types or want them 
in CVS format Why is it so hard to share anything with anyone else 
for free?


It looks as though my version of a flight planner is destined to stay on 
my local HDD.


If anyone knows of such a site (that will accept exe, zip, cab or what 
ever file types) for upload and make them available for the general 
public (via a FTP link) for download, please let me know.


I have tried domaindlz.com, sourceforge.net and visited countless other 
sites before posting for help.


I did promise you to include it in FlightGear CVS in the examples 
directory didn't I? If so, feel free to send me the files privately.


Erik


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Re: [Flightgear-devel] Multiplayer display - one question

2006-01-08 Thread Vassilii Khachaturov
  So the solution is to display a template / generic plane.

 We can always use the dreaded glider model (the one that shows up when
 there are errors in XML files).

The UFO sounds more appropriate...


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RE: [Flightgear-devel] Texture compression experiments in plib

2006-01-08 Thread Vivian Meazza
Tiago Gusmão

 I'm having a HW problem and i can't enable AGP in linux, which makes the
 hunter, b1900d and the Nimitz lower FPSs dramatically, which i believe
 is caused by the NVRAM filling up with textures thus forcing texture
 transfers to the card (GF4 MX 440 64MB)
 
 so after Surge mentioned texture compression, i added it in plib, with
 amazing performance improvements in those situations, It also appears to
 be improving FPS in general in other situations.
 
 it doesn't check for the extension, **before trying**, check glxinfo for
 the presence of EXT_texture_compression_s3tc
 it's just an ugly hack, works for me and likely everyone else with s3tc,
 but it's bad code, i know,
 
 a brief explanation: http://www.digit-life.com/articles/reviews3tcfxt1/
 spec:
 http://oss.sgi.com/projects/ogl-
 sample/registry/EXT/texture_compression_s3tc.txt
 

I've applied this patch to my copy of plib-cvs. With a nVidia FX5200 card
there is no improvement in frame rate around KSFO, or near Nimitz (but I
don't get a drop there anyway). I think there is an improvement around SF
and the bridges.

I was hoping that it might enable me to run Jon's new KSFO scenery with
Tiger data, but no improvement there at all. Either Jon has to reduce the
ploy count markedly, or I have to upgrade my video card! 

On the other hand, this patch seems to have no adverse effects either.

Vivian




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Re: [Flightgear-devel] Multiplayer display - one question

2006-01-08 Thread George Patterson
On Sun, 2006-01-08 at 12:02 +0200, Vassilii Khachaturov wrote:
   So the solution is to display a template / generic plane.
 
  We can always use the dreaded glider model (the one that shows up when
  there are errors in XML files).
 
 The UFO sounds more appropriate...


But least realistic... When was the UFO last sighted at SFO in real
life? I don't want to see 10 ufos around SFO because people are testing
a new model.

What that other Flight Simulator seems to do is to substitute in
something similar for exmaple (/me reaches for his Pc Pilot) a 707??
being substituted in for a Learjet??. (For your ref. PC Pilot, UK, Issue
38 Page 59). 

I did notice that Microsoft  haven't solved the mismatch in terrain
heights when playing multiplayer. That is Player A tells Player B's
computer to position A plane at 10ft above sea level but Player B's
simulator has terrain at 13ft. From B's point of view, A will be low in
the ground. (Where did your undercarriage go?) Whereas A will see B
suspended in mid air.

Flightgear has the same issue if you don't have the terrain tile loaded.

Regards

George



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Re: [Flightgear-devel] Texture compression experiments in plib

2006-01-08 Thread Martin Spott
Vivian Meazza wrote:

 I was hoping that it might enable me to run Jon's new KSFO scenery with
 Tiger data, [...]

Ah, I knew once someone would try TIGER data with FlightGear  :-)
Is there any public notion of this Scenery ?

Martin.
-- 
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Re: [Flightgear-devel] Multiplayer display - one question

2006-01-08 Thread Karsten Krispin
Am Sonntag, 8. Januar 2006 16:17 schrieb George Patterson:
 Flightgear has the same issue if you don't have the terrain tile loaded.

Hi Georg,

FG instead of MSFS has a central SceneryDB. This DB is not extandable yet with 
user modifications to the srtm stuff. But - I suppose so - FG is intended to 
have just one big-central DB for the terrain. So, there shouldn't be any 
problems according to you worries.

Karsten


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Re: [Flightgear-devel] Multiplayer display - one question

2006-01-08 Thread Detlef Faber
Am Samstag, den 07.01.2006, 12:30 +0100 schrieb Georg Vollnhals:

 My question is whether there is any display of a generic aircraft in 
 FlightGear when someones logs into multiplayer with an unknown aircraft 
 name? If you fly a new added aircraft in multiplayer (ie as the F80 
 Shooting Star) can other user with older versions of CVS or the Win 
 binaries of 0.9.9 see you (placeholder a/c?).
 
Why not create a preview Multiplayer Model with reduced polycount,
smaller textures and/or no transparent parts? Those could be bundled
into a downloadable MP-Aircraft Package of smaller size than the
complete models. If anyone wishes to fly an Aircraft he sees in MP, he
can easily get the full package.

Detlef Faber





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Re: [Flightgear-devel] Texture compression experiments in plib

2006-01-08 Thread Jon Stockill

Martin Spott wrote:


Ah, I knew once someone would try TIGER data with FlightGear  :-)
Is there any public notion of this Scenery ?


http://flightgear.stockill.org.uk/testing/BaseSceneryWithTiger.tgz

That's using tiger data for major roads, railways, and waterways - the 
water flowing down valleys is nice. The roads seem to cause a few 
problems in places (especially when you try to use all the data) With 
just major roads and their sliproads you can at least make out major 
road junctions which're often used for VFR reporting points.


Jon


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[Flightgear-devel] New aircraft - have fun!

2006-01-08 Thread Torsten Dreyer
Hi everybody,

i made a new aircraft and placed it here:

http://www.t3r.de/fg/ogel/

It's name is ogeL. 

ogeL? 

Well - look yourself and with a little imagination...

Stay young!

Greetings, Torsten

(Comments, bugreports etc. are welcome)


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[Flightgear-devel] Cessna 310

2006-01-08 Thread Jon S. Berndt
Has anyone flown the C310 (JSBSim) and found the flaps to be too
ineffective? I'm looking at the lift increment due to flaps. They seem to be
too low by quite a bit. I'm wondering if anyone has notived that in flight.

Jon



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[Flightgear-devel] Re: Landcover-DB

2006-01-08 Thread Martin Spott
Martin Spott wrote:

 I'm going to summarize how to interface to the DB. In principle we're
 offering two interfaces:
 1.) Online-interface to the DB - you have to talk the PostgreSQL wire
 protocol (using 'libpq') and do some SQL,
 2.) Shapefile-import into a predefined bounding-box.

The document is being maintained here:

 http://www.custom-scenery.org/Submissions.261.0.html

Expect further refinement  :-)

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] Multiplayer display - one question

2006-01-08 Thread Martin Spott
Christian Mayer wrote:

 The universal solution is to download the plane from the person who uses
 it (the download protocoll must be included in the FGFS network code).

Wouldn't it be much easier if people simply contribute their work to
the community ?
Look, someone uses a free, OpenSource flight simulator called
FlightGear to participate in a free, OpenSource multiplayer
environment. This person uses an aircraft that he isn't willing to
contribute to the community and the community does have no better
idea than discussing how to automagically fill the gap ?
Ask him to contribute his aircraft. If he contributes, then everyone
will find his work at the well-known (TM) place, the one and only
authorised aircraft repository. If he does not, simply kick him out !

Scrathing his head,
Martin.
-- 
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Re: [Flightgear-devel] New aircraft - have fun!

2006-01-08 Thread Martin Spott
Torsten Dreyer wrote:

 i made a new aircraft and placed it here:
 
 http://www.t3r.de/fg/ogel/

Oh, this one looks nice !!
Curt, would you add this to your 'collection' ?

Thanks,
Martin.
-- 
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RE: [Flightgear-devel] Multiplayer display - one question

2006-01-08 Thread Vivian Meazza
Martin Spott

 Christian Mayer wrote:
 
  The universal solution is to download the plane from the person who uses
  it (the download protocoll must be included in the FGFS network code).
 
 Wouldn't it be much easier if people simply contribute their work to
 the community ?
 Look, someone uses a free, OpenSource flight simulator called
 FlightGear to participate in a free, OpenSource multiplayer
 environment. This person uses an aircraft that he isn't willing to
 contribute to the community and the community does have no better
 idea than discussing how to automagically fill the gap ?
 Ask him to contribute his aircraft. If he contributes, then everyone
 will find his work at the well-known (TM) place, the one and only
 authorised aircraft repository. If he does not, simply kick him out !
 
 Scrathing his head,

Stop scratching, Martin, that's how it works right now: if the model doesn't
exist in your local directory, that client is disregarded - you don't
process the data, don't see a replacement ac, don't bump into a ghost. 

That's fine by me.

You will see that client on Pigeon's map, that's all that happens, and if
someone is using that facility to navigate, well that's OK too.

Vivian



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[Flightgear-devel] rosey Comanche

2006-01-08 Thread Dave Perry

Curt Olson wrote:

Rosey red/white checkerboard usually means that the flightgear model 
loader (via plib) couldn't find the texture.  You might make sure that 
the paths are correct, spelling is correct, case is correct, etc.


Where is the path to the texture specified?  The path to pa24-250.ac is 
in pa24-250.xml in Aircraft/pa24-250/Models.  Both pa24-250.ac and the 
texture file are in that directory also.
I don't see a path for the texture of the .ac file in other examples 
like the pa28-161.  I actually used the texture file in Models to tweak 
the textures in ac3d and then saved the .ac file to Models.

Thanks for the suggestion.
Dave P.


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[Flightgear-devel] nasal functionality?

2006-01-08 Thread Curtis L. Olson
Is there a way in nasal to read the contents of a file or list the 
contents of a directory?


Ideally I would like to list all the contents of a directory and build 
an array of file names found (and do this in nasal.)


Is there a way to do this?

Thanks,

Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d



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Re: [Flightgear-devel] Multiplayer display - one question

2006-01-08 Thread Vassilii Khachaturov
 The universal solution is to download the plane from the person who uses
 it (the download protocoll must be included in the FGFS network code).

Isn't that too big a security hole? It's OK to assume that your airplanes
code is secure to run, but probably not if it doesn't come from the
central CVS Also, that guy's model might be a development one, that
he's righting and debugging at that very moment.

V.



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[Flightgear-devel] Flight lesson scripters / ATC chatter

2006-01-08 Thread Curtis L. Olson
I have just added some functionality to FlightGear to play one-off wav 
files.  These files do not need to be preloaded, they can be named and 
played on the fly at any time.


The system maintains a separate queue of requests and plays one at a 
time with no overlap.  If you submit 3 requests concurrently, they will 
be played sequentially in the order received.  It occurs to me that this 
could be quite useful for things like scripting a flight lesson or 
tutorial.  It could also be quite useful for implimenting some random 
ATC chatter.


There are 3 ways to access the wav playing system.

1.  From inside the FlightGear code you can do something like this:

   #include Sound/fg_fx.hxx
   FGFX *fx = (FGFX *)globals-get_subsystem(fx);
   fx-play_message( path, file );
   // path is the directory containing the file
   // file is the actual file name including the .wav extension

2. From an external script or via the props/telnet interface run:

   run play-audio-message /audio/directory/name file.wav

3. From a nasal script (not yet tested)

   fgcommand( play-audio-message, /audio/directory/name, file.wav);

Hey, if anyone knows a way to scan a directory in nasal and return a 
list of all the files, I could have random ATC chatter implimented in 
about 5 minutes with a nasal script.


Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] nasal functionality?

2006-01-08 Thread Andy Ross
Curtis L. Olson wrote:
 Is there a way in nasal to read the contents of a file or list the
 contents of a directory?

 Ideally I would like to list all the contents of a directory and build
 an array of file names found (and do this in nasal.)

 Is there a way to do this?

I have a seemingly-working I/O library ready that does ANSI C stuff
(open, close, read, write, seek, tell, stat, and a readln utility)
that I could check in if you want.  I've left it out of FlightGear for
fear of feature bloat, but it seems to work for the minimal test code
I've thrown at it.  I think Melchior was interested in seeing this
added to CVS too.

Unfortunately, this doesn't include directory reads, for which there
aren't any portable API standards (Unix has opendir/readdir, whereas
windows folks have to make do with the ridiculous
FindFirstFile/FindNextFile APIs).  I have a unix module for this,
but it obviously can't be added for portability reasons.  Maybe
someone could hook the plib directory stuff into NasalSys.cxx?

Andy


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Re: [Flightgear-devel] nasal functionality?

2006-01-08 Thread Curtis L. Olson

Andy Ross wrote:


I have a seemingly-working I/O library ready that does ANSI C stuff
(open, close, read, write, seek, tell, stat, and a readln utility)
that I could check in if you want.  I've left it out of FlightGear for
fear of feature bloat, but it seems to work for the minimal test code
I've thrown at it.  I think Melchior was interested in seeing this
added to CVS too.

Unfortunately, this doesn't include directory reads, for which there
aren't any portable API standards (Unix has opendir/readdir, whereas
windows folks have to make do with the ridiculous
FindFirstFile/FindNextFile APIs).  I have a unix module for this,
but it obviously can't be added for portability reasons.  Maybe
someone could hook the plib directory stuff into NasalSys.cxx?
 



I could create an 'index' file that lists all the available file names 
... a little less flexible and a very tiny bit of extra work, but it 
would get the job done.  Assuming this is added functionality that could 
only possibly fail if it was used, I don't have any problem with adding it.


For directory listings, I think hooking into the plib abstraction lib 
would be perfect, but we could save that for a later time.


Thanks!

Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] nasal functionality?

2006-01-08 Thread Andy Ross
I wrote:
 Maybe someone could hook the plib directory stuff into NasalSys.cxx?

My build tree is ancient, so I don't quite have enough time to test
this (or even try to compile it).  But this is the basics of how it
would work: insert this into NasalSys.cxx and add an entry to the
funcs[] table for it.  Fancier features would be to default the path
to the FG_ROOT instead of the current working directory, etc...

Andy

static naRef f_directory(naContext c, naRef me, int argc, naRef* args)
{
if(argc != 1 || !naIsString(args[0]))
naRuntimeError(c, bad arguments to directory());
ulDir* dir = ulOpenDir(naStringValue(args[0]));
if(!dir) return naNil();
naRef result = naNewVector(c);
ulDirEnt* dent;
while((dent = ulReadDir(dir)))
naVec_append(result, naStr_fromdata(naNewString(c), dent-d_name,
strlen(dent-d_name)));
ulCloseDir(dir);
return result;
}


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[Flightgear-devel] Random ATC chatter

2006-01-08 Thread Curtis L. Olson
I  have random ATC chatter working here.  It's kind of cheesy, but also 
kind of cool and it's a popular item in some of the other desktop sims.  
I am awaiting confirmation that the set of audio files I have here can 
be contributed to the project.  Works with bulky wav files at the 
moment, but works ...


Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d



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[Flightgear-devel] A little experiment with KSFO

2006-01-08 Thread Ampere K. Hardraade
This is a little experiment that I have conducted with an airport diagram -- 
to show that my idea does work.  It was done under half an hour.  Not bad for 
a model that only has 3064 polygons huh? :)

http://www.students.yorku.ca/~ampere/ksfo.jpg
http://www.students.yorku.ca/~ampere/ksfo2.jpg
http://www.students.yorku.ca/~ampere/ksfo3.jpg
http://www.students.yorku.ca/~ampere/ksfo4.jpg

Sek on the IRC channel deserves much credit for the success of this 
experiment.  Without him, this couldn't be done.

Ampere


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Re: [Flightgear-devel] A little experiment with KSFO

2006-01-08 Thread Curtis L. Olson

Ampere K. Hardraade wrote:

This is a little experiment that I have conducted with an airport diagram -- 
to show that my idea does work.  It was done under half an hour.  Not bad for 
a model that only has 3064 polygons huh? :)


http://www.students.yorku.ca/~ampere/ksfo.jpg
http://www.students.yorku.ca/~ampere/ksfo2.jpg
http://www.students.yorku.ca/~ampere/ksfo3.jpg
http://www.students.yorku.ca/~ampere/ksfo4.jpg

Sek on the IRC channel deserves much credit for the success of this 
experiment.  Without him, this couldn't be done.
 



Wow!  Can that be automated for other airports?  Where do you get the 
data from?  Looks great!


Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] A little experiment with KSFO

2006-01-08 Thread Ampere K. Hardraade
On January 8, 2006 11:23 pm, Curtis L. Olson wrote:
 Wow!  Can that be automated for other airports?
Absolutely.  But the process that I went through is still far from being 
called automated.  Also, this model lacks any sort of ground-elevation 
data, so it can't be used in FlightGear, yet.

Ideally, all the steps that I went through should be combined into one 
program: converting *.pdf to *.dxf (using pstoedit), converting the resulting 
splines into surfaces, extruding some of these surfaces into 3D for the 
buildings, and deleting unwanted data such as texts.  Of course, the most 
important part would be cross-referencing vertices with actual ground 
elevation data.

 Where do you get the data from?
This is all I used: http://204.108.4.16/d-tpp/0513/00375AD.PDF

 Looks great! 
Oh yes!

Ampere


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Re: [Flightgear-devel] Multiplayer display - one question

2006-01-08 Thread George Patterson
On Mon, 2006-01-09 at 04:02 +0200, Vassilii Khachaturov wrote:
  The universal solution is to download the plane from the person who uses
  it (the download protocoll must be included in the FGFS network code).
 
 Isn't that too big a security hole? It's OK to assume that your airplanes
 code is secure to run, but probably not if it doesn't come from the
 central CVS Also, that guy's model might be a development one, that
 he's righting and debugging at that very moment.
 
 V.
 

Conversely, someone developing a new plane with a huge number of polys.
That person connects to flightgear MP server at SFO with those who can
see the plane seeing their frame rate drop due the polycount.

Also think about the dial-up modem. A player has developed a custom
plane connect to the MP server, several players around the same airport
starts a transfer of the new plane. You still have to solve the problem
of two different planes that have been customised by different players
from over writing other variants of the same plane.

I think we should stick with a centralised hangar of selectable planes
which can be downloaded as required.


Regards


George



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Re: [Flightgear-devel] New aircraft - have fun!

2006-01-08 Thread George Patterson
On Sun, 2006-01-08 at 23:21 +0100, Christian Mayer wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Torsten Dreyer schrieb:
  Hi everybody,
  
  i made a new aircraft and placed it here:
  
  http://www.t3r.de/fg/ogel/
  
  It's name is ogeL. 
  
  ogeL? 
 
 LOL!
 
 (I hope that the official ynapmoc ogeL doesn't have a plane that looks
 very similar - not even for olpuD, as that might cause trouble even with
 a revered name)
 
 CU,
 Christian
 

The studs are probably just different enough to avoid that issue. The
real ogeL blocks are solid rather than cylindrical and uses less polys.
There are quite a few different generic plastic block companies so I
don't see it as an issue. But your opinion may vary, but in the end it
is up to Curt as to whether it becomes official or not.


Regards 

George




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